From d37936ce7fe2ef38bf4a716cd8556285ff36a6d3 Mon Sep 17 00:00:00 2001 From: Klemen Plestenjak Date: Wed, 15 Nov 2023 08:18:56 +0100 Subject: [PATCH] Add Game as singleton --- game/buildings.c | 3 +- game/game_state.h | 2 +- game/main.c | 52 +++++++++++++++++++++++++---------- game/map_init.c | 15 ++++++---- game/systems/entity_systems.c | 5 ++-- game/systems/ui_systems.c | 5 ++-- 6 files changed, 55 insertions(+), 27 deletions(-) diff --git a/game/buildings.c b/game/buildings.c index da9db75..f4aed9a 100644 --- a/game/buildings.c +++ b/game/buildings.c @@ -70,6 +70,7 @@ bool canPlaceBuilding(BzTileMap *map, BuildingType type, BzTile tileX, BzTile ti } ecs_entity_t placeBuilding(BzTileMap *map, BuildingType type, BzTile tileX, BzTile tileY) { + Game *game = ecs_singleton_get_mut(ECS, Game); i32 sizeX, sizeY; getBuildingSize(type, &sizeX, &sizeY); ECS_COMPONENT(ECS, TilePosition); @@ -94,7 +95,7 @@ ecs_entity_t placeBuilding(BzTileMap *map, BuildingType type, BzTile tileX, BzTi bzTileLayerSetTile(buildingLayer, layerTile, x, y, 1, 1); buildingTile++; - GAME->entityMap[y * buildingLayer->width + x] = e; + game->entityMap[y * buildingLayer->width + x] = e; bzTileMapUpdateCollider(map, x, y); } diff --git a/game/game_state.h b/game/game_state.h index 1bb7ef3..af23c66 100644 --- a/game/game_state.h +++ b/game/game_state.h @@ -31,6 +31,6 @@ typedef struct Game { f32 elapsed; } Game; -extern Game *GAME; +extern ECS_COMPONENT_DECLARE(Game); #endif //PIXELDEFENSE_GAME_STATE_H diff --git a/game/main.c b/game/main.c index 5f808e4..d91cbaa 100644 --- a/game/main.c +++ b/game/main.c @@ -10,14 +10,14 @@ #include "utils/pathfinding.h" -Game *GAME = NULL; +ECS_COMPONENT_DECLARE(Game); -bool init(Game *game); -void deinit(Game *game); +bool init(void *userData); +void deinit(void *userData); -void update(float dt, Game *game); -void render(float dt, Game *game); -void imguiRender(float dt, Game *game); +void update(float dt, void *userData); +void render(float dt, void *userData); +void imguiRender(float dt, void *userData); bool bzMain(BzAppDesc *appDesc, int argc, const char **argv) { @@ -32,17 +32,28 @@ bool bzMain(BzAppDesc *appDesc, int argc, const char **argv) { appDesc->render = (BzAppRenderFunc) render; appDesc->imguiRender = (BzAppRenderFunc) imguiRender; - GAME = bzAlloc(sizeof(*GAME)); - appDesc->userData = GAME; + Game *game = bzAlloc(sizeof(*game)); + bzMemSet(game, 0, sizeof(*game)); + appDesc->userData = NULL; appDesc->useFlecs = true; return true; } -bool init(Game *game) { +bool init(void *userData) { + BZ_UNUSED(userData); SetExitKey(-1); + ECS_COMPONENT_DEFINE(ECS, Game); initComponentIDs(ECS); + // For ecs explorer + //ecs_singleton_set(ECS, EcsRest, {0}); + //ECS_IMPORT(ECS, FlecsMonitor); + + ecs_singleton_set(ECS, Game, {}); + Game *game = ecs_singleton_get_mut(ECS, Game); + + int screenWidth = 1280; int screenHeight = 720; @@ -97,18 +108,23 @@ bool init(Game *game) { ECS_OBSERVER(ECS, startPath, EcsOnSet, Path); return true; } -void deinit(Game *game) { +void deinit(void *userData) { + BZ_UNUSED(userData); + Game *game = ecs_singleton_get_mut(ECS, Game); + bzTileMapDestroy(&game->map); bzTilesetDestroy(&game->terrainTileset); bzTilesetDestroy(&game->buildingsTileset); bzTilesetDestroy(&game->entitiesTileset); - bzFree(GAME); - GAME = NULL; + ecs_singleton_remove(ECS, Game); } -void update(float dt, Game *game) { +void update(float dt, void *userData) { + BZ_UNUSED(userData); + Game *game = ecs_singleton_get_mut(ECS, Game); + char titleBuf[32]; snprintf(titleBuf, sizeof(titleBuf), "FPS: %d | %.2f ms", GetFPS(), GetFrameTime() * 1000); SetWindowTitle(titleBuf); @@ -166,7 +182,10 @@ void update(float dt, Game *game) { } } -void render(float dt, Game *game) { +void render(float dt, void *userData) { + BZ_UNUSED(userData); + Game *game = ecs_singleton_get_mut(ECS, Game); + ClearBackground(RAYWHITE); BeginMode2D(game->camera); @@ -204,7 +223,10 @@ void render(float dt, Game *game) { EndMode2D(); } -void imguiRender(float dt, Game *game) { +void imguiRender(float dt, void *userData) { + BZ_UNUSED(userData); + Game *game = ecs_singleton_get_mut(ECS, Game); + igSetNextWindowSize((ImVec2){300, 400}, ImGuiCond_FirstUseEver); igBegin("Debug Menu", NULL, 0); if (igCollapsingHeader_TreeNodeFlags("Resources", 0)) { diff --git a/game/map_init.c b/game/map_init.c index 6c42114..d148034 100644 --- a/game/map_init.c +++ b/game/map_init.c @@ -7,24 +7,26 @@ #include "map_layers.h" bool initGameObjectsLayer(BzTileMap *map, BzTileObjectGroup *objectGroup) { + Game *game = ecs_singleton_get_mut(ECS, Game); for (i32 i = 0; i < objectGroup->objectCount; i++) { BzTileObject object = objectGroup->objects[i]; if (bzStringDefaultHash("camera") == object.id) { - GAME->camera.target.x = object.shape.x; - GAME->camera.target.y = object.shape.y; + game->camera.target.x = object.shape.x; + game->camera.target.y = object.shape.y; } } return true; } bool initEntityObjectsLayer(BzTileMap *map, BzTileObjectGroup *objectGroup) { - BzTileset *objectTileset = bzTileObjectGroupGetTileset(&GAME->map, objectGroup); + Game *game = ecs_singleton_get_mut(ECS, Game); + BzTileset *objectTileset = bzTileObjectGroupGetTileset(&game->map, objectGroup); if (!objectTileset) return true; for (i32 i = 0; i < objectGroup->objectCount; i++) { BzTileObject object = objectGroup->objects[i]; ecs_entity_t e = ecs_new_id(ECS); - GAME->entity = e; + game->entity = e; ecs_set(ECS, e, Position, {object.shape.x, object.shape.y}); ecs_set(ECS, e, Size, {object.shape.sizeX, object.shape.sizeY}); ecs_set(ECS, e, Rotation, {0.0f}); @@ -45,7 +47,8 @@ bool initEntityObjectsLayer(BzTileMap *map, BzTileObjectGroup *objectGroup) { } bool initBuildingsLayer(BzTileMap *map, BzTileLayer *layer) { - GAME->entityMap = bzCalloc(sizeof(*GAME->entityMap), layer->width * layer->height); + Game *game = ecs_singleton_get_mut(ECS, Game); + game->entityMap = bzCalloc(sizeof(*game->entityMap), layer->width * layer->height); BzTileLayer *ownershipLayer = layer; BzTileLayer *buildingLayer = bzTileMapGetLayer(map, LAYER_BUILDINGS); @@ -75,7 +78,7 @@ bool initBuildingsLayer(BzTileMap *map, BzTileLayer *layer) { for (i32 yIdx = y; yIdx < y + size.sizeY; yIdx++) { for (i32 xIdx = x; xIdx < x + size.sizeX; xIdx++) { - GAME->entityMap[yIdx * layer->width + xIdx] = e; + game->entityMap[yIdx * layer->width + xIdx] = e; } } diff --git a/game/systems/entity_systems.c b/game/systems/entity_systems.c index a22b42e..d23c971 100644 --- a/game/systems/entity_systems.c +++ b/game/systems/entity_systems.c @@ -7,13 +7,14 @@ void updateAnimations(ecs_iter_t *it) { + Game *game = ecs_singleton_get_mut(ECS, Game); Animation *anim = ecs_field(it, Animation, 1); TextureRegion *t = ecs_field(it, TextureRegion, 2); float dt = GetFrameTime(); for (i32 i = 0; i < it->count; i++) { - anim[i].frameDuration = GAME->frameDuration; + anim[i].frameDuration = game->frameDuration; anim[i].elapsed += dt; if (anim[i].elapsed < anim[i].frameDuration) continue; @@ -66,7 +67,7 @@ void updatePos(ecs_iter_t *it) { void targetFinish(ecs_iter_t *it) { for (i32 i = 0; i < it->count; i++) { ecs_entity_t e = it->entities[i]; - Path *path = ecs_get(it->world, e, Path); + Path *path = ecs_get_mut(it->world, e, Path); if (!path) continue; path->curWaypoint++; if (path->curWaypoint >= path->numWaypoints) { diff --git a/game/systems/ui_systems.c b/game/systems/ui_systems.c index 61f1062..56cae2c 100644 --- a/game/systems/ui_systems.c +++ b/game/systems/ui_systems.c @@ -3,10 +3,11 @@ #include "../game_state.h" void uiTask(ecs_iter_t *it) { + const Game *game = ecs_singleton_get(ECS, Game); Vector2 mousePos = GetMousePosition(); - Vector2 worldPos = GetScreenToWorld2D(mousePos, GAME->camera); + Vector2 worldPos = GetScreenToWorld2D(mousePos, game->camera); - BzTileMap *map = &GAME->map; + const BzTileMap *map = &game->map; i32 tileX = (i32) worldPos.x / map->tileWidth; i32 tileY = (i32) worldPos.y / map->tileHeight;